scholarly journals Expansion and Contraction: The Play Spaces of Todd and the Vampire

2020 ◽  
pp. 163-170
Author(s):  
Erin Heisel

What happens when the music production processes and spaces of a traditionally live art form such as opera are digitized? What is the relationship between community and isolation for artists when their workspace is lifted from the theatre—with its interpersonal connections—and placed in the virtual world? What opportunities and what risks does this pose for performers? Are there parallels to other art forms that developed or expanded as the result of new media technologies? This article will explore these issues by considering the production processes of the animated YouTube opera/movie Todd and the Vampire, composed and created by Ronen Shai, with contributions by musicians and visual artists working simultaneously, but independently, around the world. How does this piece utilize technology to challenge and transcend traditional notions of space and identity? What are the implications of this somewhat disembodied process for performers, audiences, and for the art form itself?

Author(s):  
Jesse Schotter

Hieroglyphs have persisted for so long in the Western imagination because of the malleability of their metaphorical meanings. Emblems of readability and unreadability, universality and difference, writing and film, writing and digital media, hieroglyphs serve to encompass many of the central tensions in understandings of race, nation, language and media in the twentieth century. For Pound and Lindsay, they served as inspirations for a more direct and universal form of writing; for Woolf, as a way of treating the new medium of film and our perceptions of the world as a kind of language. For Conrad and Welles, they embodied the hybridity of writing or the images of film; for al-Hakim and Mahfouz, the persistence of links between ancient Pharaonic civilisation and a newly independent Egypt. For Joyce, hieroglyphs symbolised the origin point for the world’s cultures and nations; for Pynchon, the connection between digital code and the novel. In their modernist interpretations and applications, hieroglyphs bring together writing and new media technologies, language and the material world, and all the nations and languages of the globe....


2013 ◽  
Vol 3 (1) ◽  
pp. 72-85 ◽  
Author(s):  
Shanthi Balraj Baboo

Many children grow up in contemporary Malaysia with an array of new media. These include television, video games, mobile phones, computers, Internet, tablets, iPads and iPods. In using these new media technologies, children are able to produce texts and images that shape their childhood experiences and their views of the world. This article presents some selected findings and snapshots of the media lifeworlds of children aged 10 in Malaysia. This article is concerned with media literacy and puts a focus on the use, forms of engagement and ways that children are able to make sense of media technologies in their lives. The study reveals that children participate in many different media activities in their homes. However, the multimodal competencies, user experiences and meaning-making actions that the children construct are not engaged with in productive ways in their schooling literacies. It is argued that media literacy should be more widely acknowledged within home and school settings.


2002 ◽  
Vol 3 (1) ◽  
Author(s):  
Terence Lee

This paper sets out to consider the use of new media technologies in the city-state of Singapore, widely acknowledged as one of the most technologically-advanced and networked societies in the world. Singapore is well-known as a politically censorious and highly-regulated society, which has been subjected to frequent and fierce insults and criticisms by those hailing from liberal democratic traditions. Indeed, much has been said about how the Singapore polity resonates with a climate of fear, which gives rise to the prevalent practice of self-censorship. This paper examines how certain groups in Singapore attempt to employ the Internet to find their voice and seek their desired social, cultural and political ends, and how the regulatory devices adopted by the highly pervasive People Action's Party (PAP) government respond to and set limits to these online ventures whilst concomitantly pursuing national technological cum economic development strategies. It concludes that the Internet in Singapore is a highly contested space where the art of governmentality, in the forms of information controls and 'automatic' modes of regulation, is tried, tested, and subsequently perfected.


Author(s):  
Burcu Kavas

Cinema, which started to digitalize in the 20th century, continues to be integrated with digital publishing platforms that emerged with the development of new media technologies in the 21st century. With the coronavirus pandemic that affected the whole world in 2019, digital broadcasting platforms became popular as an alternative cinema event in the quarantine process. Various precautions have been taken around the world for the coronavirus pandemic. As a result of the quarantine precaution, the local and global cinema industry was negatively affected. Cinema industry which is a collective production and screening process, has been interrupted by the suspension of the filming and the closing of the movie theaters during the quarantine. New media created a movement area for the cinema industry in this process. In this sense, the aim of this study is examining the researches on the effect of the coronavirus pandemic on the cinema and the effect of new media tools and opportunities on the cinema sector.


Author(s):  
Kenneth L. Hacker ◽  
Eric L. Morgan

Emerging media technologies are increasingly reconfiguring the public sphere by creating new spaces for political dialogue. E-democracy (digital democracy) and e-government can be usefully served by these emerging technologies; however, their existence does not automatically equate to increased political participation. There is still a need to develop specific and theoretically-oriented approaches to a newly reconfigured public sphere. Employing a structurational perspective, this essay addresses the relationship between political participation, emerging media, new media networking, and e-democracy. While new media networking increases the potential for political participation, depending on various factors such as access, usage and skills, the potential exists for increasing disempowerment as well. The chapter concludes with recommendations for the use of new media networking in ways that enhance e-democracy.


2009 ◽  
Vol 2 (3) ◽  
Author(s):  
Melissa De Zwart

The recent (February 2009) defection of a key member of the Band of Brothers Alliance in EVE caused a major restructure of the EVE gaming environment, much to the joy of the game’s operators, CCP games. (So much so, that many accused them of having staged an ‘inside job’ to disrupt the stranglehold of BoB). The defection was made possible through the design of the game and the need to maintain corporate structures to effect control over key regions. The defection of Haargoth was catastrophic to BoB, destroying years of player time and significant real money investment in game time. Some calls were made for CCP to intervene, but such action would have contradicted the game character of EVE itself as a piractical world. If such conduct had occurred in the corporate world of any RL nation, clear demands for regulatory control would have been acceded to (see, for example, the demand for repayment of AIG bonus payments made to executives). In another virtual world, World of Warcraft, the operators Blizzard, have recently announced (March 2009) a new policy regarding add-ons, which will affect the way in which many keen WoW participants will interact with the game. This follows on from the litigation regarding Glider, which divided the WoW community regarding what is acceptable in terms of mods and automated play. Again response to the add-on policy has attracted heated debate in the dedicated WoW community. The relationship between practice and theory regarding treatment of mods and add-ons by Blizzard has been inconsistent and frustrating for many keen WoW players. The legal status of mods and add-ons in other worlds remains unclear. Finally, the operators of Entropia have just announced that they have been granted a banking licence in Sweden. It remains to be seen how this will impact on the gaming experience and the regulation of that experience by external authorities. This article will consider the important influence of game design and game governance on the nature of the player’s experience. It will also compare social world environments, such as Second Life. It will consider increased calls for inworld regulation and the impact this would have on the nature of the players’ experience. It will explore the need to acknowledge the particular nature of the world under consideration and discuss ways how this might be respected and protected. It will consider the relationship between real world laws, inbuilt game standards and the players’ own negotiated understanding of the world with which they are engaged and how this may change over time, according to gaming experiences and investment in the game world. It will explore the relationship between the underlying governance structures of the virtual world and the developing nature of that world and make suggestions regarding the possible effects of law reform and standards setting in this area. This paper will build on work I have been doing on virtual world governance, such as ‘Legal Issues in Virtual Worlds: Governance and Intellectual Property’, a presentation to the OECD Workshop on Innovation and Policy for Virtual Worlds, 11 March 2009, http://www.oecd.org/dataoecd/54/2/42347580.pdf; my contribution to the ENISA Position Paper: Virtual Worlds, Real Money, Security and Privacy in Massively- Multiplayer Online Games and Social and Corporate Virtual Worlds, November 2008, http://www.enisa.europa.eu/doc/pdf/deliverables/enisa_pp_security_privacy_virtualworlds.pdf; ‘The dark side of online games : fraud, theft and invasion of privacy’, (2009) 11(9) Internet Law Bulletin 147-151 and ‘Governance and the Global Metaverse,’ (with David Lindsay) presented at the Cybercultures Conference , Salzburg, 15 March 2009, http://www.inter-disciplinary.net/critical-issues/cyber/cybercultures/conference-programme-abstracts-and-papers/session-8-cyber-policy-and-cyber-democracy/.


2018 ◽  
Vol 13 (1) ◽  
pp. 94-120 ◽  
Author(s):  
Alexander Medcalf

AbstractWith the advent of new media technologies and approaches in the twentieth century, public health officials became convinced that health needed mass media support. The World Health Organization believed that educating people, as well as informing them about the health situation around the world, could assist in the enduring fight against disease. Yet in an increasingly competitive media landscape, the agency recognized the need to persuade people and hold their attention through attractive presentation. Public information, the name given to the multiple strategies used to communicate with the public, was rarely straightforward and required the agency not only to monitor the impact of its own efforts but also to identify opportunities to further enhance its reputation, especially when this was in danger of damage or misappropriation. The WHO’s understanding of public information provides insights into the development of international information, communication, and education networks and practices after 1945, as well as the increasingly central position of these processes in generating support for and evincing the value of international organizations.


2020 ◽  
Vol 7 (1) ◽  
pp. 25-36
Author(s):  
Jane Grant

New media has expanded our experiences of art forms from the retinal to the immersive and embodied. This evolution offers novel experiences as we push the boundaries of these emerging technologies. Recently, I have been working with augmented reality headsets. These headsets sometimes separate us from the physical and the sensory, substituting the world of matter for the virtual. My research questions whether the exchange of the sensory for the digital provides an opportunity to redesign experiences that act upon the body? Developing sound design to create the illusion of touching, could our skin become a site where artworks are experienced?


2015 ◽  
Vol 26 (4) ◽  
pp. 53-69
Author(s):  
Thomas Olesen

Formålet med artiklen er at tilbyde en teoretisk og konceptuel ramme for forskning i uretfærdighedssymboler og sociale bevægelser. Uretfærdighedssymboler forstås som symboler, der for et kollektiv kondenserer og udstiller en generel uretfærdig tilstand i samfundet/verden. Studiet af uretfærdighedssymboler fremstår underbelyst i den politiske sociologi. Artiklen arbejder i to spor. På den ene side argumenteres det, at den nuværende samfundstype med globale kommunikationsstrømme og nye medieteknologier promoverer betydningen af uretfærdighedssymboler i de sociale bevægelsers aktiviteter. På den anden side pointeres det, at relationen mellem symboler og sociale bevægelser på ingen måde er historisk ny. Tværtimod er grundpåstanden, ikke mindst inspireret af den sene Durkheim, at symboler er et grundlæggende element i reproduktionen af menneskelige samfund. En udforskning af dynamikken mellem uretfærdighedssymboler og sociale bevægelser er sociologisk interessant af to grunde. For det første er uretfærdighedssymboler resultatet af politiske menings- og værdiprocesser, hvor kollektive aktører tillægger begivenheder, personer og andre objekter en universaliserende betydning. For det andet indgår uretfærdighedssymboler som en del af vores kollektive erindring og optræder derfor som idemæssige ressourcer, der kan mobiliseres uden for deres rumlige og tidslige forankring. Sociale bevægelser har med andre ord en social og politisk dobbeltrolle, hvor de både er skabere og ”forbrugere” af symboler. ENGELSK ABSTRACT: Thomas Olesen: Injustice Symbols and Social Movements The purpose of the article is to offer a theoretical and conceptual framework for research on injustice symbols and social movements. Injustice symbols are understood as symbols that condense and expose an overall unjust situation in society/the world. The study of these symbols appears somewhat neglected in political sociology. The article pursues two tracks. On the one hand, it argues that the present type of society with global currents of communication and new media technologies is promoting the significance of injustice symbols in the activities of social movements. On the other hand, it stresses that the relation between these symbols and social movements is by no means historically new. On the contrary, not least inspired by Durkheim, the basic argument is that symbols constitute a fundamental element in the reproduction of human societies. An investigation into the dynamics between injustice symbols and social movements is interesting from a sociological point of view for two reasons. First, injustice symbols are the result of political opinion- and value processes whereby collective actors ascribe a universalizing meaning to events, individuals and other objects. Second, these symbols form part of our collective memory. Consequently, they act as ideational resources that can be mobilized outside their spatial and time-related framework. In sum, social movements have a social and political double role where they are both creators and users of symbols. Keywords: social movements, symbols, new media ecology, Durkheim, injustice.


Author(s):  
Kindra Cotton ◽  
Denise O'Neil Green ◽  
Sarah Alice Beckman ◽  
Ali Hussain ◽  
Angelo Robb ◽  
...  

Technology has fundamentally changed our lives by bringing us closer together and connecting us in ways that make the world seem smaller. As higher education diversity professionals step into the foray of social marketing and continue to enhance their presence, it becomes even more important that they understand how to leverage important messages of equity, diversity, and inclusion in ways that promote an inclusive society and foster global equality. In order to carry out effective social media campaigns surrounding EDI issues, it is necessary to foster activity online and offline. This chapter is a guide for EDI professionals on how to use social media to foster equality. It includes a discussion on the Internet and the evolution of social media, review of new media technologies alongside emerging trends, and highlights why social marketing messages are important for diversity professionals. It also proposes a framework for understanding social media marketing, by providing tips, recommendations, and examples showcasing how to use social media to advance social justice.


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